Patrick McGrath
where else to find them
no profile links on file
what they talk about
where they keep going back
no series more than once — all 3 in the filters
on a stage with
- Allan Adhamonce
- Chris Archeronce
- DAVE BRADLEYonce
all 15 in the filters
who talks about the same things
- Stephen Lee7 talks
- Nick Murray11 talks
- Oscar Clark45 talks
- James Gwertzman3 talks
- Mark Robinson7 talks
- Daniel McLaren4 talks
| title | conference | date |
|---|---|---|
| When is the Right Time to Start Thinking, Testing & Delivering Live Ops? | Pocket Gamer Connects Digital #2 | 2020-06-08 |
Starts testing live ops in soft launch with hypothesis-driven A/B experiments on day‑1/day‑7 retention, progression and ad strategy, and ships tooling for CRM… | ||
| Game Developers Life Lessons | Pocket Gamer Connects Jordan 2019 | 2019-11-02 |
Panel gives concrete survival tactics: build a prototype with core mechanic (visual polish optional), use Unity for most mobile work, and target publishers who… | ||
| When does Your Development End (Product vs Service) | Pocket Gamer Connects Jordan 2019 | 2019-11-02 |
Panel argues games stop being "done" and become products to manage: genres decide lifecycle — CCGs and MOBAs need continuous content and live ops, hyper‑casual… | ||
| Mobile game live ops: Using proper frameworks | Pocket Gamer Connects Seattle 2019 | 2019-05-13 |
Explains a concrete Live Ops workflow: use a player life cycle plus seconde-to-second/minute/session/long compulsion loops, keep a public feature backlog with… | ||
| Designing games for maximum monetisation | Pocket Gamer Connects Seattle 2019 | 2019-05-13 |
Panel claims a game must already be fun and monetizable before optimization: model player behavior, run loyalty programs and country pricing, then tune offers… | ||
| nothing matches | ||